Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player; placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call) - #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿 - #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text - #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool, and the team LP reaching 0 first is a defeat (PRTS) - #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones - #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10) - #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range - #9 official per-enemy model scales (威龙) - #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding - #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider - #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes - #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20 - #18 炎佑 is 孤立: no heals or ally buffs - #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators - DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites green; dev recordings regenerated
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@@ -22,7 +22,10 @@
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// kits { [baseChessId]: (bb, chess, def) => Kit } injected kits (take precedence over kits/tier*.js)
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// extraContent [{ install(battle) }] extra content modules installed after the domain modules (content tests)
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// defs { chess: {id: record}, enemies: {key: record}, tokens: {id: record} } extra/override data records
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// flags, sharedBoss, modeId, round, setup(battle), recordEvents (default true)
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// flags, sharedBoss, modeId, round, setup(battle), recordEvents (default true). The harness sets
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// flags.startOpCooldown = 0 unless given: the official 3 s operation cooldown of the battle-start
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// deployment (Battle default AUTO_OP_COOLDOWN) would hold back every test that fills a skill's SP at
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// t ≈ 0 to stand for a skill that became ready mid-fight; tests of that rule pass it explicitly
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// autoFinish end when all enemies are dead (default: true when any spawn is scheduled, else false so a
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// battle without enemies keeps running until its time limit)
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// hooks list of hook names to capture (default: all DESIGN events)
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@@ -187,7 +190,7 @@ export function makeBattle(opts = {}) {
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const battle = new Battle({
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seed: opts.seed ?? 1, kind, modeId: opts.modeId ?? 'mode_multi_normal', round: opts.round ?? 1, stage, rect: opts.rect,
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timeLimit: timeLimit ?? (kind === 'boss' || kind === 'hidden' ? Infinity : 60), players, spawns, routes,
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sharedBoss: opts.sharedBoss ?? null, flags: opts.flags, fieldId: opts.fieldId ?? 'test', data,
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sharedBoss: opts.sharedBoss ?? null, flags: { startOpCooldown: 0, ...opts.flags }, fieldId: opts.fieldId ?? 'test', data,
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content: opts.content ?? 'full', recordEvents: opts.recordEvents !== false, logger: opts.logger ?? quietLogger(opts.verbose),
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quiet: opts.verbose ? false : true, devices: opts.devices,
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autoFinish: opts.autoFinish ?? spawns.length > 0, kits: opts.kits, extraContent: opts.extraContent,
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